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Everything posted by BadLeo
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How about a 1.875 SRB?
BadLeo replied to KeranoKerman's topic in KSP1 Suggestions & Development Discussion
Well, in that case WHERE ARE MUH .625 BOOSTERS??? -
Lets talk about the new update.....
BadLeo replied to KerbolExplorer's topic in KSP1 Suggestions & Development Discussion
Hence I said that HyperEdit would complement the KSP multiplayer. Want to go to Minmus? Cheat your craft into its orbit. Done. No waiting, no desync, no problem at all. Then again, if one player is tooling with an aircraft and the other is going to Minmus, they aren't playing the game together as much as they are spending time together doing different things. Multiplayer can be done and issues over desyncing can be worked around with compromises. That CAN be done. If the devs are willing or not, and why, that is a different thing. That is repurposed bovine waste. Subscription based games are okayish only when you didn't pay for the base game. I payed for the base game, I won't pay subscription for anything. I BOUGHT the product for the price asked and knowing no other conditions would apply for me to access what I have purchased. It would limit the player base, harm the company's reputation and maybe even divide and threaten the community. If they want to monetize a multiplayer feature, there are other ways to do it that don't feel scammy. No, it is not essential, although it is quite important. For single player mode. For multiplayer you can limit it, which doesn't even mean completely ditch it - I don't know why people took what I said in that strict sense -, but perhaps you can limit its usage to be either active or inactive for all players at once, making the game perpetually synced in time. Then again, other tools can replace timewarp for the sake of making multiplayer, like I said, an expanded sandbox, one that you can play with your friends for the sake of playing with your friends. Honestly, I don't see many players going multiplayer in KSP to play career. Maybe science mode. Maybe. I bet if you pool them you'll find that most will log in to play war games or coop build ginormous things. And, for that, no timewarp is completely fine. Hence, it is not essential. On the second part, I totally agree. Subscription on a game you have bought with no other conditions is scammy, if not by definition, by sheer analogy. It doesn't matter if the money isn't going to Nigeria. It is going for someone that is trying to sell you the same thing twice. I definitely think there is something dodgy going on, but not necessarily with the aerodynamics. Maybe with the control surfaces? It affects planes, but don't seem to affect rockets... But it feels there is something different, yes. Any news on that, anyone? -
How about a 1.875 SRB?
BadLeo replied to KeranoKerman's topic in KSP1 Suggestions & Development Discussion
I can't help but think that this proposition goes against Kerballest of the kerbal's rule of thumb "MOAR BUSTERS", even though it would be quite convenient. About the 0.625 booster, though, it is a sacrilege to even think about it. When did a SMALLER BOOSTER become a solution for anything? Nononononono, that's not the kerbal way. -
Lets talk about the new update.....
BadLeo replied to KerbolExplorer's topic in KSP1 Suggestions & Development Discussion
Specifically about multiplayer, I don't see why not implement some sort of compromise. Because the nature of gameplay becomes radically different in multiplayer, as you don't experience only the game itself, but the interaction with other players become as important, if not more important, than the game content and its rules. With that in mind, I honestly don't see why devs can't limit time warp for multiplayer, since those interactions will happen in real time only. KSP multiplayer is an expanded sandbox. HyperEdit complements it and, in some scenarios, supplements the limitation in time warp. AS much as I love the devs, I can't help but think they are misinterpreting what multiplayer means for KSP. As for the 1.5 update, we have to consider the bug fixes too. Bug fixes are never irrelevant. Even though it_brake_muh_mods.exe , I can wait until they get fixed. Squashing bugs is more important. But, personally, I quite enjoyed the part revamp, although I have to agree that it needs to be followed through on other parts for the sake of aesthetic coherence. -
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
BadLeo replied to EnzoMeertens's topic in KSP1 Mod Releases
Good news is that it seems to be working perfectly well on 1.5. Bad news is not actually news, that blue artifact is still there.- 735 replies
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Ghost engine exhaust glitch
BadLeo replied to BadLeo's topic in KSP1 Technical Support (PC, modded installs)
Found the culprit. It was Kerbal Krash System that was causing the issue. As soon as I uninstalled it the issue was gone. -
Ghost engine exhaust glitch
BadLeo replied to BadLeo's topic in KSP1 Technical Support (PC, modded installs)
I tried many craft files, also tried building a craft from scratch, same glitch. I didn't, however, try to load any in flight craft that were previous to the glitch, but given that it is a modded save I don't want to lose and that Steam just updated my game, I'm gonna take a while to try that. I think I'm gonna try starting a new save and see what happens. EDIT: Here's the output log https://drive.google.com/open?id=1e7iMx9xydKmbbq5_Iz_7OU_iUnpNLp_0 -
Kerbal Space Program Update 1.5 Grand Discussion thread
BadLeo replied to UomoCapra's topic in KSP1 Discussion
FINALLY- 388 replies
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Played the game yesterday, it was fine. Today this visual glitch happened to me out of nowhere. It is harmless, it seems, but very annoying, as it follows the craft around. happens to whichever craft I build. Pics from the glitch: https://drive.google.com/file/d/1BRPwHRP7hQtMTOVDRHfu6e5KJ4y6Ifv0/view?usp=sharing https://drive.google.com/file/d/1NMr_2gnnTl2D_5jKeRvZonvCo_CcuzqO/view?usp=sharing https://drive.google.com/file/d/1SMiNhCBG4jkXChero6fhTsqjZffM4opY/view?usp=sharing SO, where do I start looking for a solution? Thanks in advance for any help.
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That. Also, the game ins't made more challenging when it hides such basic information. It makes for a grinding experience, instead. The challenge of games, specially simulations and open ended ones, comes from forcing the player to apply creativity and ingenuity to the use of tools and info provided by the game to achieve the desired outcomes. Besides, showing delta-V figures is more likely to make people use maths and make calculations than hiding it, which is a plus. EDIT: If for no other reason, having a stock delta-V-meter will significantly reduce the number of stranded Kerbals through the Kerbol system, which is a noble goal worth of being chased. Stock delta-V-meter for a higher chance of returning home in time for dinner!
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Well, one can always hope for it to be in the next version, then...
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Hum... a vanilla Delta-V-meter for the VAB would be nice. Is it to late too ask for that feature?
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Yes! It seems that the system uses the Intel GPU for the application if the energy mode is set to anything other than maximum performance mode. In my case, for some reason it was set to balanced - I swear I had it on maximum performance. I always use the notebook plugged when playing, and I had manually set KSP to run on the Nvidia GPU via it's control panel, so, for me, the log was being silly by pointing out to the Intel GPU instead of the Nvidia. Weird is that the Nvidia GPU would accuse the game to be running on it, as the picture I uploaded above shows, even though it wasn't. Now that I set the system to maximum performance on the energy management window, KSP log shows the game is running on the Nvidia GPU. And no crashes as of now. Lesson learned: when in doubt, trust KSP log, not the Nvidia panel Thank you all, guys, for taking some of your time to try and help me, specially sal_vager for finding out the culprit.
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I would rather use DirectX because shadows are quirk and flickering with OpenGL. Yes, it is a minor issue, but still I rather not have it. This didn't happen before, even with heavily modded games. The thing is, I can't pinpoint when it started to happen, so I can't trace the exact cause. I suspect of Unity, but it could well be a hardware issue, yes, but I have no indication of that since other games, such as Total War: Rome II, Magicka, Stellaris and Cities Skylines do not present the issue whatsoever. Also:
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I'm having an issue with KSP that ends up locking the entire Windows, requiring me to reset it throught the power button. The game starts normaly, but after a couple minutes in it just stops working. Log, annexed here, says something about "HandleD3DDeviceLost" and "D3D device reset failed [out of memory]". Notebook specs are: CPU i5-2450M 2.5 Ghz, 6Gb RAM, GeForce GT 540M Graphics Card, Windows 10 I found out that starting the game with the tag lines -force-opengl -popupwindow makes it stable, but I would rather have it running with DirectX. Log: https://www.dropbox.com/s/v5b59q1q9k72f3y/output_log.txt?dl=0
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Congrats to the winner, it was well deserved.
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No reference to Russel's Teapot as of yet? C'mon, lads...
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When you end up taking far more ice cream scoops than you should at one time.
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Have you got anything without spam?
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
BadLeo replied to bac9's topic in KSP1 Mod Development
Click on the button that says "clone or download" and then click on the "download as zip" option. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
BadLeo replied to bac9's topic in KSP1 Mod Development
People should read more and ask less. -
I'll thinker with it as soon as I have some time, to see what different mod combinations do. For the record, the problem, as far as I know, only happens when trying to input altitude on the TCA panel with the "hover" mod turned on. No other TCA functionalities ever caused any trouble for me.